The Effect of Gamification Using Kahoot On Students'
The Effect of Gamification Using Kahoot On Students'
The Effect of Gamification Using Kahoot On Students'
Citation: Petrusly et al. (2024), The Effect Of Gamification Using Kahoot On Students' Critical Thinking Abilities: The Role Of Mediating
Learning Engagement And Motivation Educational Administration: Theory And Practice, 30(5), 953-963,
Doi: 10.53555/kuey.v30i5.1524
1 INTRODUCTION
The development of digital technology has brought significant changes to various aspects of life, including the
education sector. In the last few decades, digital technology has advanced rapidly and made a huge impact in
transforming the way of learning and teaching. Education is no longer confined to traditional classrooms but
is increasingly connected to an evolving digital world. With digital technology, access to information and
knowledge becomes easier and faster. The Internet allows students and teachers to access infinite educational
resources, including interactive learning materials, videos, and e-books. This development has prompted the
University to adapt to change by incorporating innovative pedagogical methodologies (Janssen et al., 2019;
Kalimullina et al., 2021; Mahfud et al., 2022; Sudiyatno et al., 2019).
In the digital era, increased student interaction with technology supports innovative educational strategies in
higher education, such as gamification (Kapp, 2012; Nurtanto et al., 2021; Papadakis, 2021). In the last ten
years, gamification has grown in popularity in teaching in higher education (Metwally et al., 2021; Murillo-
Zamorano et al., 2020; Swacha, 2021). Gamification " uses game-based mechanics, aesthetics, and game
thinking to engage people, motivate action, encourage learning, and solve problems" (Kapp, 2012).
Gamification leverages play elements and interactive mechanics, and gamification transforms learning into a
more interactive experience. Fun and interesting for students (Barber & Smutzer, 2017). In universities,
gamification is used to increase student motivation and engagement in learning (Aldalur & Perez, 2023; Bilro
et al., 2021; Bouchrika et al., 2019; Yildiz et al., 2021), with the ultimate goal of improving academic
performance (Aguiar-Castillo et al., 2020; Rincon-Flores et al., 2022), and final grades (Ortiz-Martínez et al.,
2022).
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954 Petrusly, et al. / Kuey, 30(5), 1524
In addition, the gamification method approach also encourages problem-solving (Schöbel et al., 2022; Stoeffler
et al., 2020), creativity (Aljraiwi, 2019; Chen et al., 2020), and critical thinking (Angelelli et al., 2023; Asigigan
& Samur, 2021; Jodoi et al., 2021). With gamification, learning becomes a task and a fun adventure, stimulating
students' interest and motivation to learn more effectively. Instilling critical thinking in students is crucial to
solving their problems, especially effectively fighting misinformation (Machete & Turpin, 2020; Mahfud et al.,
2017). In the twenty-first century, critical thinking is one of the most important talents for learning (National
Education Association, 2010; Trilling & Fadel, 2009). Using a learning model that can educate these talents is
one technique to encourage critical thinking skills in learning.
One of the gamification platforms that is often used in learning in higher education is Kahoot (Cadet, 2023;
Ghawail & Yahia, 2022; Schultz et al., 2022; Wirani et al., 2022). Kahoot is an interactive platform that enables
teaching through game-based quizzes. Lecturers use Kahoot to encourage student motivation and involvement
in academic performance evaluation activities. However, other studies show different findings that Kahoot
does not significantly improve student achievement (Leon & Peña, 2022).
Learning using Kahoot offers learning that is both challenging and fun. Kahoot's interactive quiz format allows
students to think critically and find the best solutions within a limited time. Kahoot, a game-based assessment
tool, encourages students to actively participate in learning through action and reflection (Cadet, 2023).
Kahoot has been shown to improve student performance on exams and reduce dropout rates (Bienvenido-
Huertas et al., 2023) when used as an experiential learning tool. The study's results by Cheng et al. (2020)
demonstrated a substantial impact on critical thinking and self-reflection processes while measuring student
development, adding to similar ideas about the usefulness of experiential learning. The Kahoot strategy
encourages students to respond quickly to questions while considering the available options. Plus, live rankings
and grading within Kahoot provide instant feedback to students so that they can see their progress in real-
time. With Kahoot games, the learning process in tertiary institutions becomes more interesting and exciting
while still encouraging students to develop their critical thinking skills in facing learning challenges.
Based on existing literature studies on gamification, it has been highlighted that gamification has an important
role in improving students' critical thinking skills, and a small number show different findings. In addition,
many have used Kahoot as a formative or summative evaluation to provide feedback and encourage student
learning (Ismail et al., 2019). Previous studies also revealed that 90% of students approved of using Kahoot in
courses because they felt it was a safe and interesting learning technique for mastering learning content
(Freitas et al., 2020). Although many studies have discussed the importance of applying gamification to
learning, limited studies still discuss how Kahoot affects students' critical thinking skills by involving their
motivational and involvement factors. Therefore, this study seeks to fill a gap in studies investigating the effect
of applying Kahoot as a gamification method to improve students' critical thinking skills by placing
involvement and motivation as mediators.
2 LITERATURE REVIEW
infrastructure in schools, and students bring their own digital devices, social networks, and games (A. I. Wang
& Tahir, 2020). Kahoot aims to improve learning performance and class dynamics by increasing engagement,
motivation, fun, and concentration (A. I. Wang & Tahir, 2020). Boredom can lead to poor learning and bad
behavior in a computer learning environment (Ortiz-Martínez et al., 2022). Kahoot is a play-based learning
platform that reviews student knowledge, conducts formative assessments, or provides a break from regular
classroom activities. Several studies have found that using Kahoot in the classroom can increase motivation
and facilitate participation with significant effects (Baker et al., 2010). Thus, applying Kahoot gamification can
improve students' critical thinking skills.
H1: Gamification has a significantly positive effect on students' critical thinking skills.
(Christenson et al., 2012). Thus, motivation and learning engagement can mediate gamification relationships
and critical thinking skills.
H4 = Motivation has a significant positive effect on students' critical thinking skills.
H5 = Learning engagement has a significant positive effect on students' critical thinking skills.
H6 = Motivation and learning engagement mediate the relationship between gamification and students' critical
thinking skills.
3 METHODS
This study included a sample of students enrolled in the Faculty of Teaching and Education at a public
university in Kupang, Indonesia. A total of 329 students were enrolled in the study program, with details of
19.45% from Primary Teacher Education, 15.81% from Pancasila and Civic Education, 18.24% from Non-
formal Education, 24.01% from Counseling Guidance Education, and 22.49% from Early Childhood Teacher
Education. Based on gender, it consisted of 54.41% men and 45.59% women. The distribution of the
characteristics of the respondents is shown in Table 1.
The data collection process uses an online-based self-administered questionnaire method. The students
assessed their perceptions about the application of Kahoot gamification, motivation, engagement, and critical
thinking. The online questionnaire was created using the Google Form platform. The entire questionnaire can
be completed in approximately 15 minutes. Furthermore, we randomly distribute awards to students by
providing electronic money balances, such as Gopay, OVO, or Shopee Pay.
This study uses a previous study questionnaire conducted by Aldalur & Perez (2023) and has been adapted and
developed to measure student perceptions regarding the application of Kahoot gamification. This
Petrusly, et al. / Kuey, 30(5), 1524 957
questionnaire consists of 12 items with examples of item statements such as "The Kahoot games made the
learning environment a fun and engaging one." In addition, students' perceptions of motivation to learn were
collected using a previous study questionnaire (McAuley et al., 1989). The original motivational questionnaire
consisted of 22 positive and negative statements. In this study, we used all 15 positive statements (e.g., Doing
the task was fun). Collecting data on student learning engagement using a learning engagement questionnaire
(Poondej & Lerdpornkulrat, 2016). The original questionnaire consisted of 20 items, but this study only used
12 items that best fit the context of this study (e.g., The class activities were engaging). Moreover, finally,
students' perceptions of critical thinking skills were measured using a critical thinking questionnaire by
Erawan (2010). This questionnaire consists of 10 items. All questionnaires for each variable use 5 Likert scales
ranging from strongly agree (5) to disagree (1) strongly.
During the early stages of data analysis, we used SPSS version 20 to assess the validity and reliability of the
items associated with each variable. Furthermore, SEM (Structural Equation Modeling) analysis is used with
the Amos 18 software for model and hypothesis testing purposes. In the early stages, a study was conducted to
assess the adequacy of the fit model by referring to the relevant model criteria (Hair et al., 2010; Phedazur,
1997). In addition, the research hypothesis was investigated by testing the acquisition of p-value on the
regression path, with a significance level of 0.05. In hypothesis testing, the hypothesis is rejected if the p-value
is greater than 0.05 and accepted when the p-value is less than 0.05. This study uses the bootstrapping
confidence interval technique to test the significance of motivational mediators and learning engagement in
the proposed model. This study used 200 bootstrap samples, each of which was used to estimate the desired
parameters with a 90% confidence level.
4 RESULT
Figure 2 displays the regression results between variables, including student gamification, engagement,
motivation, and critical thinking. The first step before testing the hypothesis is to test the fit model, and the
study results revealed that the study model met the fit model criteria with a value of cmin/df = 4.08, RMSEA
= 0.063, CFI = 0.890, GFI = 0.901, TLI = 0.930, AGFI = 0.895, and RMR = 0.044.
The hypothesis testing carried out in this study uses the assumption of accepting the null hypothesis if the p-
value criterion is less than 0.05. Table 3 presents the results of structural equation model (SEM) analysis
applied to path analysis, specifically focusing on examining direct effects. Empirically, Kahoot gamification has
a significant effect on engagement (estimate= 0.710; p-value= ***; the third hypothesis is accepted),
motivation (estimate= 0.677; p-value= ***; the second hypothesis is accepted), and critical students' thinking
(estimate= 0.173; p-value= 0.003; the first hypothesis is accepted).
In addition, testing the fourth hypothesis shows an estimated value of 0.386 (p-value = ***). This finding shows
that the fourth hypothesis is accepted and means that motivation significantly positively affects students'
critical thinking skills. Students' critical thinking skills are also influenced by their learning engagement in
learning (estimate = 0.292; p-value = ***; the fifth hypothesis is accepted).
Table 3. The results of the path analysis among variables (standardized regression weights)
Path Estimate S.E. C.R. P Label
Gmf ---> Mot 0.677 0.041 16.678 *** par_1
Gmf ---> Eng 0.710 0.029 18.248 *** par_2
Gmf ---> CT 0.173 0.045 2.976 0.003 par_3
Mot ---> CT 0.386 0.042 7.087 *** par_4
Eng ---> CT 0.292 0.06 5.125 *** par_5
Note. *** = Correlation is significant at the 0.001 level; Gmf= gamification; Mot = motivation; Eng=
engagement; CT= critical thinking
In addition, this study examines the indirect impact of the independent variables on the dependent variable.
Motivation and engagement in this study act as moderating variables on gamification relationships and
students' critical thinking skills. This study uses the bootstrapping estimation method to calculate the
confidence interval, with 200 samples and a 90% confidence level, to assess the significance of the role of the
mediator. The results of the analysis of the role of mediators are shown in Table 4. The study revealed that
motivation and engagement significantly mediated the gamification relationship and students' critical thinking
skills. This is evidenced by acquiring an estimated value of 0.469 and a p-value of 0.004 (the sixth hypothesis
is accepted).
Table 4. Structural routes and indirect effect (standardized regression weights)
Path Structure Estimate LB UB P
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5 DISCUSSION
Scholars have highlighted the importance of gamification in learning, especially for its role in improving
students' critical thinking skills. One of the gamifications often used is Kahoot which offers interactive and
competitive learning activities and encourages students to use critical thinking skills in solving problems and
making decisions quickly. KAHOOT presents challenges and questions that require analytical, evaluative, and
creative thinking. Many studies have discussed the importance of applying gamification to learning. However,
limited studies still discuss how Kahoot affects students' critical thinking skills by involving their motivational
and involvement factors. Therefore, this study examines the role of applying Kahoot as a gamification method
to improve students' critical thinking skills by placing involvement and motivation as mediators.
In testing the first hypothesis, it has been proven that gamification significantly affects students' critical
thinking skills. The results of this study are relevant to previous studies, which state that the application of
gamification has encouraged students to think critically and solve problems (Jodoi et al., 2021; Schöbel et al.,
2022; Stoeffler et al., 2020). The type of gamification used in the context of this study is Kahoot. The
application of Kahoot has a significant effect on growing students' critical thinking skills. Kahoot can improve
learning performance and class dynamics by increasing engagement, motivation, fun, and concentration (A. I.
Wang & Tahir, 2020). Kahoot, a game-based interactive platform, encourages students to be actively involved
in learning. Through the questions posed in Kahoot, students face situations requiring critical thinking to
analyze, evaluate and solve problems quickly. They must choose the right answer and make rational decisions
within a limited time. In addition, Kahoot also provides instant feedback, allowing students to reflect on their
understanding and improve their critical thinking skills as the game progresses. Thus, Kahoot is important in
training students' critical thinking skills through challenging and interactive learning experiences.
Other study findings prove that Kahoot gamification significantly positively affects student learning motivation
and engagement (second and third hypotheses). The results of this study corroborate previous studies, which
show that gamification has an important role in increasing student learning motivation and engagement
(Aldalur & Perez, 2023; Donnermann et al., 2021). The application of gamification through Kahoot has
effectively encouraged student learning motivation and engagement. By leveraging game elements such as
points, awards, and competitions, Kahoot creates an interesting and fun learning experience for students.
Students feel motivated to participate actively, try to achieve the highest achievement, and get recognition
through rankings and awards. In addition, Kahoot's interactive features, such as time-limited questions and
direct competition between students, also increase their learning engagement. Students feel directly involved,
actively think, and make decisions quickly to achieve better results. Thus, applying gamification through
Kahoot has proven its success in motivating students and increasing their involvement in the learning process.
In testing the fourth hypothesis, it reveals that learning motivation formed from applying Kahoot gamification
has a significant positive effect on students' critical thinking skills. As with motivation theory, motivation is a
psychological process that describes individual activation by internal or external stimuli that cannot be
observed to perform a behavior (Yildiz et al., 2021). This means that student learning motivation that is formed
through the application of Kahoot gamification will encourage the formation of student behavior, for example,
their critical thinking skills. This high motivation directly affects the development of students' thinking skills
(Averkieva et al., 2015; Fahim & Hajimaghsoodi, 2014). In addition, the findings of this study also prove that
learning engagement has a significant positive effect on students' critical thinking skills, as previous studies
stated that learning engagement is also linked to student learning outcomes and academic progress
(Christenson et al., 2012). Learning outcomes in the form of critical thinking skills are potentially influenced
by student learning engagement obtained from the encouragement of Kahoot gamification implementation.
The final finding of this study is that motivation and learning engagement mediate the relationship between
gamification and students' critical thinking skills. The psychological processes obtained from Kahoot
gamification will shape student motivation and ultimately influence successful learning experiences (Prensky,
2001). When gamification is applied, Kahoot game elements encourage students' intrinsic and extrinsic
motivation to be actively involved in learning. This motivation encourages them to actively participate in
activities that involve critical thinking, such as analyzing, evaluating, and solving problems. In addition,
through gamification, high learning engagement is created, where students feel emotionally and mentally
involved in learning activities. They feel challenged and excited and have a sense of ownership of the learning
process. Under these conditions, motivation and learning engagement link gamification and the development
of critical thinking skills (Christenson et al., 2012). High motivation and strong learning engagement facilitate
students in continuously practicing and honing critical thinking skills, thereby enabling the development and
improvement of better critical thinking skills. Thus, motivation and learning engagement act as important
960 Petrusly, et al. / Kuey, 30(5), 1524
mediators in linking the positive effects of gamification with the development of students' critical thinking
skills.
6 CONCLUSION
Overall, gamification through Kahoot is very important in increasing students' motivation, learning
engagement, and critical thinking skills. Using game elements in Kahoot, such as points, awards, and
competitions, encourages students to actively participate in the learning process. Another finding is that
students' critical thinking skills are directly influenced by their motivation and learning engagement.
Motivation and student learning engagement can significantly mediate the relationship between gamification
and students' critical thinking skills. The results of this study provide important implications for educational
practitioners to be able to apply gamification technology in their teaching process.
This study has several limitations; first, the research focus is limited to the effect of implementing Kahoot as a
gamification platform, so the generalization of the findings may be limited to the context of the gamification.
Other factors, such as student background, learning styles, and individual preferences, can also affect the
research results. Therefore, future research can broaden the scope by considering variations of gamification
platforms and considering different contextual factors. The recommendation for further research is to conduct
a longitudinal study involving long-term observations of the effect of Kahoot gamification on motivation,
learning engagement, and the development of student's critical thinking skills. This will provide a deeper
understanding of the long-term impact of gamification on learning and how critical thinking skills develop
over time. In addition, research can explore more specific gamification strategies, including question types,
difficulty levels, or other play elements that can enhance critical thinking skills more effectively. With further
research, gamification in education can continue to be optimized to increase students' motivation, learning
engagement, and critical thinking skills.
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